Would you be able to clarify?
43 karma · joined August 1, 2019
Would you be able to clarify?
That's cool, what were the benefits/drawbacks of that compared to other VR headsets would you say?
The intertia-idea wouldn't be too difficult to implement, but its usefulness would probably depend on the application area.
Yep exactly. Usually it locks onto one person's face but it can also jump around, so there are still optimizations we can do there - but generally it's supposed to be for one person. If you compare to VR headsets, two people can't wear the same VR headset anyway!
Do you remember which other implementations you've seen that worked really well?
If you click "Menu" and then "Settings" you can play around with e.g. the sensitivity. Ideally we'd automatically optimize the calibration according to for example what device you are using, but that's something we would do a bit more long-term.
Appreciate it!
And we will check out these links, appreciate you sharing it!
Fully agreed that if you want 100% full 6DOF immersion - go and pay hundreds or even thousands of dollars to wear a heavy and cumbersome headset on your head. We're not disputing that or thinking of competing with that.
What we're saying is that there may be a much larger market consisting of people who are not ready to commit to pay so much money to wear something that will give them motion sickness after 10 minutes.
If you're developing a VR game your market consists of 50 million people around the world who owns a VR headset. That's great. But since you already built the VR world in 3D, you could also open up the market to billions of people who want to play your game but on their own devices.
Admittedly, it won't be the same experience, but it could be a "midpoint". Not everyone can afford and is willing to pay for a VR headset.
Yes I believe you are right in that the tech is catching up with concepts that seemed futuristic in the past. For example the hardware today supports much more than it would have been able to do, say, 5-10 years ago.
Our hypothesis is that the current solutions out there still require the consumer to buy something, wear something, install something etc. - while we want to build something that becomes instantly accessible across billions of devices without any friction for the actual consumer.
What we're thinking is to enable this technology - as long as there is a camera and a screen - instantly accessible across billions of devices.
That means that the 3D effect would be applicable not only for games built for that specific console - but for any and all games that are already in a 3D environment.
We built this because we wanted 3D experiences without needing a VR headset. The approach: use your webcam to track where you're looking, and adjust the 3D perspective to match.
Demo: https://portality.io/dragoncourtyard/ (Allow camera, move your head left/right)
It creates motion parallax - the same depth cue your brain uses when you look around a real object. Feels like looking through a window instead of at a flat screen.
Known limitations: - Only works for one viewer at a time - Needs decent lighting - Currently WebGL only
We're still figuring out where this is genuinely useful vs just a novelty. Gaming seems promising, also exploring education and product visualization.
Happy to answer questions!